List of Sorcery Spells

See Spelling Board for spells under construction or awaiting approval.
All spells cost 1FP and take 1 second to cast, and 1 second to switch.

House Rules:

  • Allies are assumed to be built by a 100 point character, regardless of the characters point total. You may buy higher than 100% with each 25% costing 1 more point
  • Single target spells have a damage cap of 2d+3, AOE spells have a damage cap of 2d+1

Attack Spells
Healing Spells
Ally Support Spells
Self Buff Spells
Transportation Spells
Transformation Spells
Information Spells
Summoning Spells
Meta Spells

Recent additions: Fragmenting Weapon, Our Slash no Sleep, Eternal Sustenance, Speed of the Road Father, Regenerate, Death’s Grasp, Wall of Thorns, Crucio, Magnesis, Entropic Harm Ward, Great Auto-Ward, Hardened Auto-Ward, Minor Hasten Consciousness, Poisonous Smog, Reattachment, Reflective Ward

Attack Spells:

[SE 2, 5 Points] Break Mind:
The victim has the very functions of their mind assaulted. The caster rolls Will versus the target’s IQ, using the long-range penalties. On a success, the target takes 1d Toxic damage, ignoring DR. If the victim is missing HP due to this spell in excess of 1/3x their max HP, they have a seizure until they are missing less than 1/3rd HP from any source.
Toxic Attack 1d [Based on IQ, +20%; Malediction, +200%; Accessibility (only sentient creatures), -10%; Symptom (1/3x Basic HP, Seizure), +300%; Sorcery, -15% = +495%](25)
Author: Tim


[SE 2, 6 Points] Break Sorcerer:
The caster rolls Will at -1 per yard between them and the target versus the target’s IQ. if the target loses, they lose up to 4 levels of the Sorcerous Empowerment advantage, not cumulative with other effects, for 1 minute per degree of failure.
Affliction [Negated Advantage (Sorcery 4), +50%; Based on IQ, +20%; Malediction, +100%; Affects Insubstantial, +20%; No Signature, +20%; Sorcery, -15% = +195%](30)
Author: Tim


[SE 3, 8 points] Crucio:
Causes the target to experience excruciating pain.
Roll a quick contest between the caster’s Will – range penalties and the target’s HT and for one minute per degree of failure the target suffers the effects of the Low Pain Threshold disadvantage and the agony incapacitating condition (Bp. 428), and can not benefit from the High Pain Threshold advantage.
After the initial effect ends they are stunned and must roll versus HT once every second to recover. The target loses 2 FP for every minute they were affected and attempts to interrogate or intimidate the target are at +6 if threatened with a subsequent casting of the spell.

Affliction 1 [Agony, +100%; Negated advantage: High Pain Threshold, +10%; Temporary disadvantage: Low Pain Threshold, +10%; Sorcery, -15%; Malediction, +150%] (36)
Author: Tim


[SE 2, 6 points] Death’s Grasp (Toxic variant)
Reach 10. The victim chokes, possibly to death. The caster makes a grasping gesture with their hand, rolling against innate attack to hit their target. On a successful hit, the victim receives 1d+3 non-wounding toxic damage that divides armour by 10. The victim must then roll versus HT at -1 for every 2 damage that penetrated their DR or they begin choking (Bp. 428) for 20-HT minutes, minimum 1 minute.
Innate Attack Toxic 1d+3 (4×1.9 = 7.6) [Armour Divisor 10, +200%; Side effect: choking, +150%; increased 1/2d range: x2, +5%; Jet, +0%; no wounding, -50%; Sorcery, -15%] = 390% = 30pts
Author: Tim


[SE 1, 4 points] Fiery Bombardment
Fire a trio of burning missiles out to 50yds. The missiles explode into fire on impact which lasts for 5 seconds before burning out. If the areas of the fire overlap, combine dice of damage and count DR against it once. Each missile fired must target the same spot, however, roll an attack roll for each to determine scatter. Only the first attack rolled can critically succeed or fail.
Burning Attack, 1d-1 (Sorcery -15%; Area of Effect 2yd +50%; Persistent +40%; Link, Single Projectile Variant +20%; no 1/2D +15%; Acc-2 -10%; Reduced Range ½ -10%; Reduced Duration ½ -5%) = +85% = 6.475
& Burning Attack, 1d-1 (Magical -10%; Area of Effect 2yd +50%; Persistent +40%; Link, Single Projectile Variant +20%; no 1/2D +15%; Acc-2 -10%; Reduced Range ½ -10%; Reduced Duration ½ -5%) = +90% = 6.65
& Burning Attack, 1d-1 (Magical -10%; Area of Effect 2yd +50%; Persistent +40%; Link, Single Projectile Variant +20%; no 1/2D +15%; Acc-2 -10%; Reduced Range ½ -10%; Reduced Duration ½ -5%) = +90% = 6.65
= 6.475 + 6.65 + 6.65 = 19.775 = 20pts
Made by: Declan

Fiery Bombardment 1d-1 burn Acc 1 50yd RoF 1 Rcl 1 AoE 2yd, Persistent 5 seconds
and 1d-1 burn Acc 1 50yd RoF 1 Rcl 1 as above, roll scatter separately
and 1d-1 burn Acc 1 50yd RoF 1 Rcl 1 as above, roll scatter separately

[SE 2, 5 points] Fragmenting Weapon The caster must touch a weapon to affect it. For the next 3 minutes, the affected weapon gains 2d+3 Huge Piercing follow-up damage. The weapon also gains a fragmented appearance that is obviously magical.
Affliction 1 (Accessibility, Only on weapons, -20%; Advantage, Fragmenting Weapon, +200%; Fixed Duration, +0%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 23 ]
Fragmenting Weapon: Huge Piercing Attack 2d +3 (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [ 20 ]
Author: Tim


[SE 4, 10 Points] Magic Missile: A target is hit by an invisible missile of pure magic. The caster rolls versus innate attack + talent + all other modifiers, and the target is hit with 3 additional missiles per margin of success, up to 6. Missiles do 1d crushing damage, ignore DR, have no knockback, and allow no active defense.
Innate Attack, Crushing [Increased Max Range x10, ( +30%); Increased 1/2d range x10, ( +15%); Overhead, ( +30%); No Signature, ( +20%); Selective Very Rapid Fire 7, ( +90%); Underwater, ( +20%); No Blunt Trauma, ( -20%); No Knockback, ( -10%); No Die Roll Required, ( +100%); Irresistible attack, ( +300%); No Active Defense Allowed, ( +300%); Sorcery ( -15%)] = 960% = 48pts
Made by:


[SE 1, 4 points] Poisonous Smog:
A pale ball of mist is conjured in the casters hand and then lobbed at an area. Upon impact, a faint smog suffuses the area within 8 yards of the point of impact. Anyone breathing in the area takes 1d-1 toxic damage each second unless they hold their breath. If cumulative damage from this attack reaches 1/3 the victim’s max HP, they begin choking helplessly. A PER roll is required to notice the caster firing this ball and to determine the edges of the area of effect (roll seperately for each). If the caster chooses, they can exempt certain people from the effects of the smog.
Toxic Attack 1d-1 [2.8pts] (Sorcery -15%; AoE 8yd +150%; Persistent +40%; Ext Duration 3x +20%; Low Signature on Cast and Area +20% Respiratory Agent +50%; No 1/2D +15%; Symptom, 1/3HP taken, Choking +300%; Selective +20%) = 700% = 19.6 = 20points
Made by: Declan


[SE 2, 6 points] Strip Power
Contest your Will + Talent vs HT with a target of choice within 200yds. If you win, they lose three levels of Sorcerous Empowerment for minutes equal to your relative MoS. While affected, the subject may only cast spells whose level is at or below that of the subject’s current SE level. i.e. an SE 3 or lower wizard cannot cast spells, an SE 4 wizard can only cast SE 1 or lower spells etc.
Affliction 1 (Sorcery -15%; Negated Advantage, SE 3 +40%; Mal 200yd, +175%) = 300% = 30pts
Made by: Declan


[SE 2, 6 points] Stun-Pulse Incant and make the correct motions to send out a deafening stun wave. Enemies within 8yds contest HT vs your WILL; if they lose they are stunned. Repeated castings of this spell on the same subject give a cumulative +2 to resist for the next hour. [this is to stop game-breaking stun spamming]
Affliction 1(Sorcery -15%; Selective Area +20%; Area of Effect 8yds +150%; Malediction 1 +100%; Emanation -20%; Increased Immunity 1, on fail not success, -10%; Requires Chants/Gestures -20%; Nuisance: loud -5%) = +200% = 30pts
Made by: Declan


[SE 1, 4 points] Stunning Strike Make an unarmed melee attack to contact an opponent; you will be unable to parry with the attacking limb this turn. If you touch them, they must roll vs HT-9, with a bonus equal to their DR at the target location, or be stunned. The same net penalty or bonus applies to all rolls to recover from stunning. Once a subject resists they gain immunity to this spell for one day.
Affliction 10(Sorcery -15%; Melee C, no parry -35%; Immunity for 1 day -30%) = -80% = 20pts
Made by: Declan


[SE 2, 6pts] Suppress Tongue
The caster uses the power of their mind to suppress the vocal muscles of a target no more than 200 yards from the caster. If the caster succeeds a Will roll versus the target’s DX, the target gains the Cannot Speak Disadvantage for a number of minutes equal to their margin of failure.
Affliction 1 (Disadvantage, Cannot Speak, +15%; Based on DX, +20%; Malediction, +175%; Sorcery -15%) [30pts]
Author: Tim


[SE 1, 2 Points/Level] Thundershot: 1d, Acc 3, max 100. Shoots lightning up to 100 yards away, dealing 1d/level burning damage. Metal armour is treated as exactly 1 DR, and materials hit by this attack burn more easily than normal: treat them as having a flammability class of one lower than usual. For reference, here is the chart from Making Things Burn (p. B433), modified as per Incendiary (p. P102).
Highly Flammable (e.g., alcohol, paper, tinder): Negligible damage.
Flammable (e.g., dry wood, kindling, oil): 1 point.
Resistant (e.g., seasoned wood, clothing, rope, leather): 3 points.
Highly Resistant (e.g., green wood, flesh): 10 points.
Nonflammable (e.g., brick, metal, rock, fireproof synthetics): 30 points.
Note that this means that a victim’s clothing will begin to catch fire from 1 point of damage from this spell (1d-4 burning damage per round and -2 to DX), and will be completely on fire from just 3 (1d-1 burning damage per round and -3 to DX).
Innate Attack, 1d Burning [Arcing Surge, ( +100%); Incendiary, ( +10%); Increased 1/2d Range, x10, ( +15%); Sorcery, ( -15%); Environmental, Air, ( -5%); Nuisance Effect, obvious, ( -5%)] = 200%/level = 10pts/level. Additional levels increase damage by 1d each.

Thundershot 1d burn (inc) Acc 3 100yd RoF 1 Rcl 1 Arcing surge; V. loud; Req. air

Made by: Tim


[SE 2, 6 points] Wall of Thorns
The caster creates a solid wall made of thorn-covered vines, 1 yard wide and 48 yards long, in any shape of their choosing. Each yard of the wall has 9DR and 2HP, and any damage taken from colliding with the wall is treated as small piercing damage.
Innate Attack Small Piercing 2d+1 (3×2.3 = ~6.9) [Area effect, 16 yards, +200%; Persistent, +40%; Wall, rigid, +60%; Sorcery, -15%] = 385% = 27pts
Author: Tim


[SE 1, 4 points] Weaken Resistance: A spell often taught to interrogators. The caster must touch the subject, although this can be through gauntlets or thick clothing, and win a quick contest of WILL+Talent vs HT. On a success, the victim’s resistance to magic is weakened significantly. They effectively gain 5 levels of Magic Susceptibility. This gives anyone casting spells on them +5 to do so, and applies a -5 penalty to their resistance roll. The spell casting is completely undetectable, and the effects of it will normally not be noticed until it is too late.
Affliction 1 [Magic Susceptibility 5 ( +15%); Malediction 1 ( +100%); No Signature ( +20%); Melee, C, can’t parry, ( -35%); Sorcery ( -15%)] = 200% = 20pts
Made by: Declan


[SE 3, 8 points] Weight of the VoidA small orb of pure black energy is fired from the caster’s hand, once it reaches its target destination it novas outward and covers a four yard area. This feels as if the subject is being crushed by the weight of a black hole while clothing and flammables are charred and freeze over.
Innate Attack: 2D+1 cr (Area Effect: 8 yd radius +150%, Sorcery -15%, Low sig +10. Half D (range 50/100) +10%, Selective Area +20%, No Knock Back -10%, Armor Divisor: 2 +50%, No Blunt Trauma -20%, Incendiary +10%, Selectivity +10%) Persistent +40% = 40 pts
Made by: Franzini

Weight of the Void 2d+1(2) cr Inc Acc3 50/100yd RoF 1 Rcl 1 AoE 8yd (selective), Persistent Nbt, Nkb, Selectivity

Healing Spells:

[SE 2, 6 points] Regenerate: The subject of this spell recovers 1HP every 12 hours until attacked or fully healed. While this effect persists, the subject gets +5 to HT rolls to recover HP and resist crippling injury as per Rapid Healing.
Affliction 1 (Advantage, Regeneration, Slow, Magical, +90%; Extended Duration, permanent*, +150%; Melee Attack, Cannot Parry, -35%; Sorcery, -15%) [ 30 ]
*Permanent until the subject is attacked or fully healed.
Made by: ?

[SE 1, 3 points] Minor Hasten Consciousness Incant a spell on a subject you touch who will awaken within the next hour. Expedites their recovery by a factor of 60. (Hours → Minutes → Seconds).
Affliction 1 (Sorcery -15%; Recovery +100%; Fixed Duration +0%; Requires Chants -10%; Reduced Duration ⅓ -10%; Contact Agent -15%) = +50% = 15pts
Made by: Declan

[SE 1, 4 Points] Mass Stop Bleeding: Upon casting this spell, every willing subject within 2 yards of the caster becomes immune to bleeding and blood based effects for 30 minutes.
Affliction 1 [Stop Bleeding ( +45%); Area of Effect, 2 yards, ( +50%); Extended Duration, 10x, ( +40%); Fixed Duration ( +0%); Emanation ( -20%); Sorcery ( -15%)] = 200% = 20pts
Stop Bleeding: Injury Tolerance, no blood [Magical ( -10%)] = 90% = 4.5pts = +45%
Made by: Declan

[SE 1, 3 Points] Empowered Stop Bleeding: Upon casting this spell, a willing subject you touch becomes immune to bleeding and blood based effects for 90 minutes.
Affliction 1 [Stop Bleeding ( +45%); Extended Duration, 90x, ( +60%); Fixed Duration ( +0%); Contact Agent (-15%); Melee, C (-35%); Sorcery ( -15%)] = 140% = 14pts
Stop Bleeding: Injury Tolerance, no blood [Magical ( -10%)] = 90% = 4.5pts = +45%
Made by: Declan

[SE 1, 4 points] Reattachment
Bestows the subject with the ability to reattach a severed body part by holding it in place for 1 minute.
Affliction (Sorcey -15%; Reattachment +160%; melee, C -30%; Contact Agent -15%, Nuisance, permanent scarring -5%) = +100% = 20pts
Reattachment = Regrowth (Magical -10%; Reattachment Only -50%) = -60% = 16pts = +160%
Made by: Declan

[SE 2, 5 points] Reattach Limb: Touch a willing target who has recently lost a limb and cast this spell. If the target holds a severed limb in place for a minute, or has the limb held in place by someone else the limb is reattached to their body. Reattachment is only possible within 6 hours of losing the limb.
Affliction 1 [Reattach ( +160%), Fixed Duration ( +0%), Range C ( -30%), Sorcery ( -15%)] = 215% = 22pts
Reattach is: Regrowth [Magical ( -10%), Reattachment Only ( -50%)] = 40% = +160%
Made by: ???

[SE 2, 6 points] Faith Healing: The caster beseeches their god for divine healing while wielding a holy symbol, and touches the subject of their healing. On a successful IQ+Talent+5 roll, the subject recovers a flat 4hp. This healing roll takes a -3 if the subject is unconscious and a cumulative -3 for each repeat casting on the same subject within 24hrs. It can only be used on members of the same species.
Healing [Affects Self ( +50%); Reliable 5 ( +25%); Can’t Restore Crippled Limbs ( -10%); Capped 2fp ( -25%); Magical ( -10%); Injuries Only ( -20%); Requires Chant/Gestures/Holy Symbol ( -30%); Reduced FP cost 1 ( +20%); Fixed Healing ( +0%)] = 100% = 30pts
Made by: Declan

[SE 4, 9 points] Healing Touch: Roll IQ+Talent and touch your target. They regain 2d6+1 HP.
Healing [Capped 4FP ( -20%), Reduced Fatigue 3 ( +60%), Affects Self ( +50%), Cannot Restore Crippled Limbs ( -10%), Injuries Only ( -20%), Magical ( -10%)] = 150% = 45pts
Made by: ???

Ally Support Spells:


[SE 2, 6 points] Speed of the Road Father The target’s sprinting speed is increased to 2x their Basic Move while they remain on a road. However, they suffer a -4 penalty to all DX rolls made while sprinting. The effect is dispelled if the target is no longer on a road. Level 2 of this spell [SE 3, 8] increases the sprint speed to 16x the target’s Basic Move.
Affliction 1 (Advantage, Road Sprint 1, +40%; Set Duration, +0%; Extended Duration, Permanent*, +150%; Sorcery, -15%) [ 28 ]
Level 2 adds 3 levels of Road Sprint [ +12 ]
*Permanent until the target is no longer on a road.
Road Sprint: Enhanced Move (Ground; Handling Penalty 4, -20%; Road-Bound, -50%; Magical, -10%) [ 4 / Level ]
Author: Tim


[SE 3, 8 points] Our Slash no Sleep The subject is no longer affected by missed sleep. The spell ends if the subject eats or drinks something.
Affliction 1 (Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Advantage, Doesn’t Sleep, Magical, +180%; Set Duration, +0%; Extended Duration, Permanent*, +150%; Sorcery, -15%) [ 37 ]
*Permanent until the subject eats or drinks.
Author: Tim


[SE 2, 6 points] Eternal Sustenance The target of this spell no longer needs to eat or drink. The spell ends if the subject falls unconscious for any reason.
Affliction 1 (Contact Agent, -15%; Melee Attack, Cannot Parry, -35%; Advantage, Doesn’t Eat or Drink, Magical, +90%; Set Duration, +0%; Extended Duration, Permanent*, +150%; Sorcery, -15%) [ 28 ]
*Permanent until the subject falls unconscious.
Author: Tim


[SE 1, 4 points] Imbue Luck:
The caster, or someone they touch with their bare hand etc, is imbued with luck. Once within the next 9 minutes, they may replace anyone roll directly affecting them by rolling two additional times and choosing the result. A subject cannot use the benefits of this spell, or one like it, more than once within 24 hours.
Affliction 1: [Lucky (+135%); No Signature ( +20%); Extended Duration, x3 ( +20%); Fixed Duration ( +0%); Melee, C, no parry ( -35%);, Contact Agent, reversed ( -30%); Sorcery ( -15%)] = 195% = 19.5pts
Lucky: Luck 1 [Magical (-10%), Uses per in-game day ( +0%)] = 90% = 13.5pts = +135%
Author: Declan

[SE 1, 4 points] Hawk Vision
Touch a beneficiary. For the next 5 hours, they gain the ability to “zoom in” visually at will, effectively using up to 2 levels of telescopic vision. While using this advantage, the user’s eyes turn yellow and beady, akin to a hawks. This is obviously magic and can occasionally discomfort people, naturally.
Affliction 1 (Sorcery -15%, Hawk Vision +90%; Extended Duration x100 +80%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%; Nuisance, hawk eyes while using -5%) = 200% = 20pts
Hawk Vision: Telescopic Vision 2 (magical -10%) = 90% = 9pts = +90%
Author: Declan

[SE 1, 4 Points] Cutting Arrows:
Touch a quiver of arrows containing no more than 20 projectiles when you cast this spell. The arrows within the quiver are not visibly changed, but upon hitting their target and penetrating DR a magical cutting edge is extended to improve damage and sever limbs. If the attack hits, the target takes an additional 2d cutting damage; if the target’s DR is penetrated, the additional damage ignores DR. If the The enchantment upon these arrows lasts for 3 minutes.
Affliction 1 [Cutting Edge (+ 126%), Area Effect (1 Yard, + 25%), No Signature (+ 20%), Fixed Duration (+ 0%), Sorcery (- 15%), Range C (Cannot parry, – 35%), Accessibility (Only on Arrows, – 30%) = 191%] (19.1)
Cutting Edge is: Innate Attack (2d Cutting) [Follow-up (This weapon, + 0%), Magical (- 10%) = 90%] =12.6pts = +126%

[SE 2, 6 points] Great Haste: Touch a willing target and make an IQ roll to cast this spell. If successful, the target must immediately make a HT roll (14+ always fails). On a failure, the target loses 1d fp, or suffers a heart attack on a crit fail. Assuming they survive this, they gain altered time rate 1 for the next 9 seconds. This cannot be used to cast spells any faster but otherwise allows multiple actions per the basic advantage. When the spell ends, the target must make another HT as described earlier, and suffers from moderate pain as their body is over-exerted (-2 to all skill and self-control rolls).
Affliction 1: [Great Haste 1 ( +300%); Fixed Duration ( +0%); Reduced Duration 1/30, ( -30%); Melee, C, no parry ( -35%);, Contact Agent ( -15%); Requires IQ Roll ( -10%); Sorcery ( -15%)] = 295% = 30pts
Great Haste 1: Altered Time Rate 1 [Magical ( -10%); Cardiac Stress, 10s, ( -40%); Backlash, moderate pain ( -20%)] = 30% = 30pts = +300%

Note: Can replace IQ roll with any basic stat or skill roll (except for easy skills), specify when learning the spell. The skill/attribute must make sense.

[SE 2, 6 points] Danger Dampener: The caster touches the skin of a recipient and it coarsens, becoming much harder. They gain 4 DR, with the toughskin limitation. Additionally, a faint veil of mist surrounds them, dampening the inertia of any attacks that pass through it. This bestows 3(1) flexible DR which acts as a forcefield. The spell lasts for three minutes flat, unless dispelled.
Affliction 1 [Misty Veil ( +165%); Coarse Skin ( +100%); Fixed Duration ( +0%); Melee C, no parry, ( -35%); Contact Agent ( -15%); Sorcery ( -15%)] = 300% = 30pts
Misty Veil: DR 3 [Forcefield ( +20%); Hardened 1 ( +20%); Flexible ( -20%); Magical ( -10%)] = 110% = 16.5pts
Coarse Skin: DR 4 [Tough Skin ( -40%); Magical ( -10%)] = 50% = 10pts
Made by: Declan

[SE 2, 6 Points] Moderate Illusion Create audible and visible effects within a 2yd area anywhere within 50yds. Requires concentration to maintain the illusion, and a quick contest of IQ vs PER to deceive as detailed on p.94 of powers. Artist(illusion) may substitute.
Illusion (Sorcery -15%; Ranged +40%; Max Range 1/2 -10%) = 115% = 29pts
Author: Declan

[SE 2, 6 Points] Pellucidate Touch beneficiary. They gain the ability to see through up to 12 inches of material. This vision buff does not work on silver and lasts 15 hours before expiring.
Affliction 1 (Sorcery -15%; Penetrating Sight +160%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 295% = 30pts
Penetrating Sight: Penetrating Vision 2 (magical -10%; blocked by silver -10%) = 80% = 16pts = +160%
Made by: Declan

[SE 2, 6pts] Faerie Vision Touch a willing subject. For the next 15 hours, that subject gains the ability to see magically invisible people and objects, and gets +3 to all vision rolls to do so. This spell cannot be ended early unless dispelled.
Affliction 1 (Sorcery -15%; Faerie Vision +165%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 300% = 30pts
Faerie Vision is:
See Magical Invisibility (Magical -10%) = 13.5pts = +135%
Acute Vision 3 (Magical -10%; Only to detect invisible things -40%) = 3pts = +30%
Made by: Declan

[SE 2, 6 points] Sorcerous Sight
Touch beneficiary. They gain the innate ability to see magic with a vision roll if they concentrate for 1 second. Upon detection, an IQ roll will reveal details based on the MoS. This vision buff lasts 15 hours before expiring.
Affliction 1 (Sorcery -15%; Sorcerous Sight +165%; Extended Duration x300 +100%; Fixed Duration +0% Melee, C, no parry -35%; Contact Agent -15%) = 295% = 30pts
Sorcerous Sight: Detect Magic (magical -10%; precise +100%; vision based -20%; hurts to look at magical beings -5%)= 165% = 16.5pts = +165%
Made by: Declan

[SE 2, 6 Points] Ghost Step Touch beneficiary. They step into the “ghost field” with up to BL of encumbrance. The ghost field is dull and gray and not visible to most: while in it, the beneficiary is invisible but suffers from the colourblind disadvantage. They can affect the world around them but are ejected from the field should they engage in hostile action (attack or spell etc). The caster must maintain this spell every 30 minutes.
Affliction 1 (Sorcery -15%; Invisibility +200%; Extended Duration x30 +40%; Melee, C, no parry -35%; Contact Agent -15%) = 295% = 30pts
Invisibility: Invisibility(magical -10%; can carry BL +10%; breaks on hostile act -30%; temporary colourblindness -10%; substantial only -10%) = 50% = 20pts = +200%
Made by: Declan

[SE 2, 6 points] Missile Barrier
Creates a 4yd radius semi-circular dome field that weakens incoming non-magical missile attacks. The field is created so that it is 4yds away from the caster at all points and remains in place so long as the caster “holds it there” with arms held out. Sufficiently powerful shots will punch through the shield, continuing as normal but any target protected by the shield is counted as having 5 DR extra. This shield can get whittled down over time, and loses 1 point of DR for every 10 damage it stops.
DR 5 (Sorcery -15%; Area of Effect, 4yd, front half +50%; Forcefield +20%; Affects Others +50%; Ranged Physical Attacks Only -40%; Semi-Ablative -20%; Requires Concentration -15%; Requires Gestures -10%) = +20% = 30pts
Made by: Declan

[SE 2, 6 points] Inspiring Speech: The caster spends a minute giving a rousing speech to those around him. At the end of the minute he rolls against public speaking. On a success, the listener’s are magically inspired. Attacks become less effective against them, for a time. An accurate blow would be deflected by the barest of margins, and a life ending attack might instead cause a survivable wound (this is simulated by using ablative DR, see below). In addition, the listeners become immune to fear and fear effects. Both of these buffs last for 30 minutes, unless the caster is killed, K.Oed, leaves, or deems the recipients unworthy of the blessing.
Affliction 1[Fear Immunity ( +75%); Temp HP 9 ( +90%); AoE 4yds ( +100%); Fixed Duration ( +0%); Increased Duration 10x ( +40%); Emanation ( -20%); Requires Public Speaking Roll ( -10%); Requires Chant Variant ( -10%); Hearing Based ( -20%); Immediate Prep, 1 minute, ( -30%); Sorcery ( -15%)] = 300% = 30pts
Fear Immunity: Unfazeable Variant [ 15 ] [Granted by Orator ( -40%); Magical ( -10%)] = 50% = 7.5pts = +75%
Temp HP: DR 9 [Hardened 1 ( +20%); No Signature ( +20%); Ablative ( -80%); Granted by Orator ( -40%); Magical ( -10%)] = 20% (min cap) = 9pts = +90%
Made by: Declan

[SE 4, 9 points] Armor: Grant a target 6DR. Roll vs innate attack to aim at a distance target, and roll vs HT+Talent-DR if there is armour in the way to be affected.
Affliction 1 [Advantage Armor ( +330%); Fixed Duration ( +0%); Increased 1/2D, 10Y ( +15%); No Signature ( +20%); Sorcery ( -15%)] = 450% = 45pts
Armor: DR6 [Force field ( +20%); Magical ( -10%)] = 110% = 33pts = +330%
Made by: ???

Self Buff Spells:

[SE 1, 4 points] Fea Fearandin (make weapons): Cyrus chants “Fea Fearindan” while reaching to the sheaths on his back and summons a pair of jet black katana in his hands. For the next minute, he can use these blades as force swords, enhancing his attacks to do an additional 1d cut swinging or half that bonus imp thr. The attacks have an armour divisor of 3 and damage any weapon that parries or that is parried by them. One or both blades can be temporarily “sheathed” with a ready maneuver, but they are immune to being dispelled. While active, the blades imbue a sense of bloodlust in Cyrus, resistible on a 6 or less.
Affliction 1 [Dual Swords ( +130%); ST Based Tax ( +14%); Cosmic, immune to dispelling, ( +50%); Fixed Duration ( +0%); Reduced Duration, 1/3, ( -10%); Self Only ( -50%); Requires Gestures/Chants ( -20%); Sorcery ( -15%)] = 199% = 20pts
Dual Swords: Cutting Attack, 1d [Armour Divisor 3, ( +100%); Dual ( +10%); Thrusting Blades ( +15%); Destructive Parry ( +10%); ST Based, limited, ( +30%); Selectivity ( +10%); Parry/Blockable ( -10%); Nbt ( -20%); Nkb ( -10%); Melee, 1,2, ( -20%); Temporary Bloodlust ( -20%); Magical ( -10%)] = 185% = 12.95pts = +130%
ST Based Tax: ST 10 is 1d-2 [2pts] per 100% of enhancements. [Armour Divisor 3 (100%); Nbt ( -20%); Nkb ( -10%)] = 70% = 1.4pts = +14%
Made by: Declan


[SE 1, 4pts] Great Auto-Ward: While this spell is prepared, a wall of energy will spring into life when the sorcerer is attacked, protecting them from harm. The force field provides 11 flexible DR, lasting for 6 seconds, and goes on cooldown for 5 seconds after triggering. The shielding is not impervious to harm, and will lose 1point of DR per 10 basic damage it prevents. Furthermore, any hard impact on the force field will result in a loud metallic noise (think two magnets colliding) as the kinetic energy of the impact is dispersed. The force field also interferes with sound exiting it, distorting any sound (including speech) originating from the sorceror.
DR 11 [Sorcery -15%; Reflexive +40%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%; Semi-Ablative -20%] = 35% = 20pts
Author: Declan


[SE 1, 4pts] Hardened Auto-Ward: While this spell is prepared, a wall of energy will spring into life when the sorcerer is attacked, protecting them from harm. The force field provides 7(1) flexible DR, lasting for 6 seconds, and goes on cooldown for 5 seconds after triggering. The shielding is not impervious to harm, and will lose 1point of DR per 10 basic damage it prevents. Furthermore, any hard impact on the force field will result in a loud metallic noise (think two magnets colliding) as the kinetic energy of the impact is dispersed. The force field also interferes with sound exiting it, distorting any sound (including speech) originating from the sorceror.
DR 7 [Sorcery -15%; Reflexive +40%; Hardened +20%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%; Semi-Ablative -20%] = 55% = 20pts


[SE 2, 6 points] Magnesis
The caster grants themselves magnesis for 30 minutes. This allows them to control a pair of glowing, magical, floating hands within 10 yards of the caster. The caster must make a concentrate maneuver, then the hands can make any standard maneuver. These hands can only affect objects made of iron/steel, nickel, or cobalt, and have an effective Basic Move and ST of 22.
Affliction 1 [Maglev 22, +220%; Extended duration x10 (30min), +40%; Set duration, +0%; Sorcery, -15%; Self only, -50%] = 295% = 30pts
Maglev is Telekinesis [Magnetic, -50%; +20%; visible, -20%; magic, -10%] = 20% = 1pt/level
Author: Tim


[SE 1, 4pts] Unyielding Auto-Ward: While this spell is prepared, a wall of energy will spring into life when the sorcerer is attacked, protecting them from harm. The force field provides 7 flexible DR, lasting for 6 seconds, and goes on cooldown for 5 seconds after triggering. The shielding is impervious to harm. Any hard impact on the force field will result in a loud metallic noise (think two magnets colliding) as the kinetic energy of the impact is dispersed. The force field also interferes with sound exiting it, distorting any sound (including speech) originating from the sorceror.
DR 7 [Sorcery -15%; Reflexive +40%; Fixed Duration +0%; Reduced Duration, 1/30, -30%; Takes recharge, 5 seconds, -10%; Loud on Impact -5%; Distorts Voice -5%; Flexible -20%; ] = 55% = 20pts


[SE 1, 4 points] Entropic Harm Ward: Allows an attack to pass harmlessly through the caster and be absorbed. So long as the attack would roll at most 3d damage (or 1d+2(2) etc), it is completely negated and heals the caster for half the average damage of the attack. HP past max is granted but drains away at 1 per 2 seconds until at max. If this ward fails, the attack strikes the caster squarely and ignores all sources of armour they may be wearing when damage is applied. Note that this spell loses DR equal to what it prevents and does not refresh this amount until the following day. This makes it difficult to abuse as a repeat-healing spell.
DR 11 [Sorcery -15%; Reflexive +40%; Still Feel Pain -10%; Absorptive, healing +80%; Doesn’t Stack with Armour -20%; Instantaneous -50%; Ablative -80%; All or Nothing -10%] = 30% = 20pts
Made by: Declan


[SE 2, 6 points] Lesser Invisibility: Turn invisible for a minute. You are still visible to spirits and through reflections. Anything carried up to basic lift also turns invisible. This spell can be maintained for 1FP per extra minute.
Invisibility [Substantial Only, ( -10%); Visible Reflection, ( -10%); Can Carry Objects, no encumbrance, ( +10%); Sorcery, ( -15%)] = 75% = 30pts
Made by: Tim


[SE 2, 6 points] Reflective Ward: Negates one attack that would strike the caster if it rolls at most 2d +1 damage after subtracting armour DR, and reflects a kinetic blow of the same damage amount as crushing damage to the target. The first time this happens, they are probably surprised; if so, they get no active defences! Otherwise, they can defend against this as normal. Note that this spell loses DR equal to what it prevents and does not refresh this amount until the following day. This makes it difficult to abuse as a repeat counter-damage spell
DR 8 [Sorcery -15%; Reflexive +40%; Must be Aware of Attack -5%; Reflective +100%; Always Reflects as Crushing -10%; Instantaneous -50%; Ablative -80%; All or Nothing -10%] = 70% = 28pts
Made by: Declan

[SE 3, 8 points] Invisibility: Carry up to light encumbrance while being invisible for a minute. You are still visible to spirits. Can be maintained at the end of the minute, other spells cannot be cast from this spell slot while this spell is in effect.
Invisibility [Substantial Only, ( -10%); Can Carry Objects, light encumbrance, ( +20%); Sorcery, ( -15%)] = 95% = 38pts
Made by: Tim

[SE 2, 6 Points] Minor Insubstantiality: Become insubstatial for 1 minute (maintainable). Anything you are wearing or carrying drops immediately.
Insubstantiality Always On, ( -50%) (!?); Sorcery, ( -15%)] = 35% = 28pts
Made by: Tim?

Transportation Spells:

[SE1, 4 Points] Channeled Warp: Teleport to any location you are familiar with with an IQ+Talent-4. You can bring anything you are carrying up to your basic lift in weight. In order to use this spell, you must first spend 8 hours preparing it. You can then teleport as per the Warp advantage (b97), but you can not spend extra FP, and you can not spend extra time.
Warp [Nuisance Effect, cannot spend extra FP, ( -5%); Sorcery, ( -15%); Immediate Preparation Required, 8 hours, ( -90%); Accurate, +6, ( +30%)] = 20% = 20pts
Made by: Tim

[SE 1, 4 Points] Magic Pocket The caster accesses their secret hammerspace. For the next minute (maintainable) they can pull forth any item already stored in this hammerspace, or “magic pocket” which can hold up to 12lbs. To do so they must appear to pull it from a hidden location (beneath a robe, under a hat, out of an actual pocket, etc.) and may store items the same way, so long as they would reasonably fit. Withdrawing or depositing an item this way only takes a second, no rummaging time required. Note that only the caster can interact with this magic pocket and anyone else who searches the caster for it will find nothing.
Affliction 1[Magic Pocket 6 ( +126%); Precise ( +20%); Switchable ( +10%); Self Only ( -50%); Sorcery ( -15%)] = 191% = 20pts
→ Magic Pocket
Payload 1 [Cosmic, pocket dimension, ( +50%); Independent ( +70%); No Signature ( +20%); Inanimate Objects Only ( -10%); Limited, Fixed on St10 BL ( -10%); Magical ( -10%)] = 210% = 2.1pts per level and 2lbs
Made by: Declan

[SE 2, 6 Points] Panic-Port:Turn invisible and teleport to a location within 20yds with an IQ roll. This roll is at -1 beyond 10yds, and a further -5 if the caster does not spend a full second in concentration prior to casting. Each 1fp the caster spends above and beyond the first gives +1 to the roll, up to an extra 10fp. On a failure, nothing happens and this spell is at -5 to cast for the next 10 minutes.
On a success, the caster arrives somewhere within 1yd of their destination and turns invisible along with up to their BL in gear etc. The invisibility must be maintained once every 20 seconds, and ends if the caster takes direct hostile action or casts a spell, or if there is no longer danger (GM call).
This spell will only work in emergencies (DM discretion), and is useless under normal circumstances.
Warp (Sorcery -15%; Reliable 4 +20%; Link +10%; Range Limit 20yd -45%; Emergencies Only -30%; Drift -15%; Maximum 1 second of channeling -5%) = -80% = 20pts
& Invisibility (Sorcery -15%; Link +10%; No Encumbrance +10%; requires IQ roll from warp -10%; Reduced Duration 1/3 -10%; Ends on Spell or Attack -30%; Emergencies Only -30%) = -75% = 10pts
=20pts + 10pts = 30pts
Made by: Declan

[SE 2, 6 Point] Dimensional Vault (Modified personal storage portal) Touch an empty container, and use your magic to create a portal within it’s mouth that links it to your personal storage dimension (separate space for each individual caster). For the next 3 minutes, you can interact with the portal in a similar manner to a “bag of holding”. Anybody can access your portal from the afflicted container while it is on, and be aware that the only way to end this spell early is to dispel it. It is unknown what happens to objects in the portal once the caster dies, and what happens to something only partially inside the container when the spell ends (if this “something” is you, then may the GM have mercy on your soul).
Stores 28 lbs.
Affliction 1[Pocket Dimension Storage 13( +247%); Fixed Duration ( +0%); Melee, no parry, ( -35%); Only on an Empty Storage Containers ( -15%); Sorcery ( -15%)] = 292% [ 30 ]
→ Pocket Dimension Storage
Payload 1 (Cosmic, Pocket Dimension, +50%; Independent +70%; Inanimate objects only -10%; Fixed On St10 BL -10%; Magical -10%) =1.9pts per level and 2lbs
Made by: Declan/Tim

Transformation Spells:

[SE 1, 2 Points] Chiromorph: Spend 10 seconds of concentration to transform into a bat for a minute (maintainable). Upon transformation, make a HT roll not to be afflicted with nausea from this disorientating transformation process. The stats of the template below are applied to your character’s current stats. For example, a ST 13 mage using this spell would end with ST 5 as a bat._
Morph, Alternate Form (Bat) [Only at Night, ( -20%); Sorcery, ( -15%); Backlash, nausea, resisted, ( -15%)] = 50% = 8pts
Level 2 adds Reduced Time 4 (+80%) and raises the spell’s cost to 20pts. Reduced time 4 allows you to transform in 1 second.
Sapient Bat [ 0 ]:
Primary Attributes: ST 2 [-80 ], HT 12 [ 20 ]
Secondary Attributes: HP 10 [ 16 ], Per 12 [ 10 ], FP 10 [ -6 ], Basic Speed 6 [ 10 ], Move (Ground) 2 [ – 20 ], SM -5
Advantages: Dark Vision [ 25 ], Enhanced Move 1 (Air) [ 20 ], Winged Flight [ 30 ], Sonar (Accessibility, Not in water, -30%) [ 14 ]
Perks: Fur [ 1 ], Honest Face [ 1 ]
Disadvantages: Foot Manipulators [-6 ], Disturbing Voice (Unbearably Squeaky) [-10 ], Colour Blindness [-10 ], Bad Sight (Farsighted) [-25 ]
Made by: Tim

[SE 2, 6 points] Combat Wildshape: This spell allows the user to transform into an animal of choice after 1 second of concentration, and lasts for 1 minute (maintainable). The animal’s form must be specified when this spell is learned, and it’s template point value can’t exceed the caster’s. Upon transformation, the caster’s gear up to Light Encumbrance melds into the animal form, while any excess is dropped. The caster focuses his whole essence of magic on this spell; the upside to this is the spell is immune to regular dispel attempts, however, for the duration and for 15 seconds afterwards, the caster of this spell may not use the spell slot used to cast this spell. Upon changing back, an echo of the animal shape’s mentality stays with the caster, and they gain a 10pt mental disadvantage appropriate for the animal shape in question for the next ten minutes or more.
Alternate Form [Reduced Time 4 ( +80%); Cosmic, immune to dispelling, ( +50%); Absorptive, Light enc ( +10%); Takes Recharge, 15 seconds, ( -20%); Retains Animalistic Mentality ( -5%); Sorcery ( -15%)] = 200% = 30pts

Notes: Retains Animalistic Mentality is built as “aftermath, 10pt mental disadvantage”. Recommended disadvantages include Bestial, Bad Temper(12), Berserk(12), Laziness, Gregarious, Cowardice, Impulsiveness or whatever fits the animal in question. If not specified, assume Bestial.
Made by: Declan

[SE 2, 6 points] Ranger’s Wildshape: This spell allows the user to transform into an animal of choice after 2 seconds of concentration, and lasts for a full 30 minutes (maintainable). The animal’s form must be specified when this spell is learned, and it’s template point value can’t exceed the caster’s. Upon transformation, the caster’s gear up to Heavy Encumbrance melds into the animal form, while any excess is dropped. Elongating the duration of the spell strains the caster’s essence of magic, and for the duration and for 15 seconds afterwards, the caster of this spell may not use the spell slot used to cast this spell. Upon changing back, an echo of the animal shape’s mentality stays with the caster, and they gain a 10pt mental disadvantage appropriate for the animal shape in question for the next ten minutes or more.
Alternate Form [Reduced Time 4 ( +80%); Extended Duration, 30x ( +60%); Absorptive, Heavy ( +20%); Takes Extra Time 1 ( -10%); Takes Recharge, 15 seconds, ( -20%); Retains Animalistic Mentality ( -5%); Sorcery ( -15%)] = 200% = 30pts

Notes: Similar to the spell above. Note that this version takes 2 consecutive concentrate maneuvers to cast instead of just one, and is not immune to dispelling. This is a trade off for the 30 minute duration and larger carry capacity which can be incredibly advantageous.
Made by: Declan

Information Spells:

[SE 1, 1 point] Notice Invisibility: Allows the spell caster to sense, in a vague sort of way, the presence of magical invisibility around them. This spell is simple enough to be cantripped by SE 2 wizards, making it a common response to strange occurrences and a reflexive action for many paranoid mages. Roll vs Per to see how far your detection abilities extend.
Detect(Magical Invisibility)[Sorcery (-15%); Vague (-50%)] = 35% = 2pts
Made by: Danny

[SE 1, 1 point] Gut Feeling: The caster gets a feeling for someone, as per the empathy(sensitivity) advantage. The IQ roll is at flat IQ.
Empathy(Sensitivity): [Reliable 3 ( +15%); Sorcery ( -15%)] = 100% = 5pts

[SE 1, 2 points] Detect Magic: Detect sources with sight or touch, roll at IQ+Talent+6, range penalties apply.
Detect(Magic)[Sorcery ( -15%); Vision or Touch based( -15%); Reliable 6 ( +30%)] = 100% = 10pts
Made by: ???

[SE 1, 4 points] Enhanced Detect Magic: After a second of focus the caster attempts to detect any and all magic within vision or touch. Roll at IQ+Talent+6, and subtract range penalties to each target. Anything falling within the MoS is detected, and instantly analyzed. This gives the caster knowledge of the exact spell or source of magic. A roll for certain details may still be required, at the GM’s discretion..
Detect(Magic)[Sorcery ( -15%); Vision or Touch based( -15%); Reliable 6 ( +30%); Analyzing ( +100%)] = 200% = 20pts
Made by: Declan

[SE 1, 4 points] Seer’s Psychometry: The caster performs a ritual to try and glean information about the past of either her surroundings or an object in her hand. To do so she must spend ten minutes in deep concentration, strategically lighting candles which give off an increasingly bright light as the ritual advances. After the ritual completes, state what you’re searching for in the item/place’s past and make an IQ+Talent+4 roll, at the time penalty listed under Psychometry on p.78. Success reveals information pertinent to the event, failure reveals nothing and requires a full 24hrs before another reading on the object/place can be made. A critical success provides a vision of the event in question, and critical failure bars it from you forever. The candles for the ritual are a set of Beeswax candles ($9, LT p.33). They normally last for 12hours a piece but for simplicity’s sake we burn 1 candle’s worth per ritual.
Psychometry [Directed ( +50%); Reliable 4 ( +20%); Sensitive ( +30%); Active Only ( -20%); Immediate Prep, 10 minutes, ( -45%); Trigger, burning candles, ( -10%); Visible, bright light, ( -10%); Sorcery ( -15%)] = 100% = 20pts
Made by: Declan

[SE 1, 4 points] Locale Cognition: The caster focuses for a second, weaving the magic around herself into a web from which she can gather information about her surroundings. Upon casting the spell, the caster gains 4 pts into any specialty of either Current Affairs or Area Knowledge. If untrained, this gives a skill of IQ+2+sorcerous talent. The spell is sensitive, and may pick up the cumulative thoughts of surrounding creatures. Treat this as Phantom Voices that trigger on a 6 or less (perhaps more if the GM decides that the majority of local life is in uproar). This spell lasts for 10 minutes while prepared, and can be extended for 1 FP per additional 10 minutes. While active, the caster can spend 10 seconds/point of concentration to reallocate the points to another skill, following the aforementioned restrictions.
Modular Abilities: Slot (short list) [4pts] + 4 modpoints (not slow, costly, or subject to external influence) [5pts each] = 24pts base
[Extended Duration, 10x, ( +40%); Limited, current affairs or area knowledge only, ( -40%); Temporary Phantom Voices, annoying, ( -5%); Sorcery ( -15%)] = 80% = 19.2pts
Made by: Declan

Summoning Spells:
Also read: Summoning Spells

Compound Modifier Sorcerous Summoning: (Minion, +50%, Special Ability, +50%, Conjured, +100%; Sorcery, -15%) [ +185% ]

[SE 1, 4] Lesser Summon Crowd:
Ally Group (6-10), 25Pts, 9 or Less (Sorcerous Summoning, +185%) [ 18 ]

[SE 2, 6] Lesser Summon Horde:
Ally Group (21-50), 25Pts, 9 or Less (Sorcerous Summoning, +185%) [ 29 ]

[SE 1, 2 Points] Lesser Summon Lesser Being:
Ally, 50Pts, 9 or Less (Sorcerous Summoning, +185%) [ 6 ]

[SE 1, 3 Points] Summon Lesser Being:
Ally, 50Pts, 12 or Less (Sorcerous Summoning, +185%) [ 12 ]

[SE 1, 4 Points] Greater Summon Lesser Being:
Ally, 50Pts, 15 or Less (Sorcerous Summoning, +185%) [ 18 ]

[SE 1, 2 Points] Lesser Summon Being:
Ally, 75Pts, 9 or Less (Sorcerous Summoning, +185%) [ 9 ]

[SE 1, 4 Points] Summon Being:
Ally, 75Pts, 12 or Less (Sorcerous Summoning, +185%) [ 18 ]

[SE 2, 6 Points] Greater Summon Being:
Ally, 75Pts, 15 or Less (Sorcerous Summoning, +185%) [ 26 ]

[SE 1, 3 Points] Lesser Summon Greater Being:
Ally, 100Pts, 9 or Less (Sorcerous Summoning, +185%) [ 15 ]

[SE 2, 6 Points] Summon Greater Being:
Ally, 100Pts, 12 or Less (Sorcerous Summoning, +185%) [ 29 ]

[SE 4, 9 Points] Greater Summon Greater Being:
Ally, 100Pts, 15 or Less (Sorcerous Summoning, +185%) [ 43 ]

[SE 2, 4 Points] Lesser Summon Uber Being:
Ally, 150Pts, 9 or Less(Sorcerous Summoning, +185%) [ 29 ]

[SE 2, 6 Points] Greater Summon: When you take this spell detail a creature of up to 100 points, with fewer than – 40 in disadvantages. Spend a concentrate maneuver and make a roll against the creatures summoning chance (12 or less for this instance) to cast this spell and summon a creature of this type to your side within 1 yard. You can learn this spell multiple times, for each instance you gain a different creature type. This creature is summoned for one minute, during which time you cannot cast another spell. At the end of the minute you may choose to either maintain the spell or let the summon fade. Otherwise, it takes a concentrate maneuver to release your summoned creature early. If the creature is killed a full day is required before another attempt to summoning attempt is made.
100% Ally, 12 or less [Minion ( +50%), Special Ability ( +50%), Conjured( +100%), Sorcery ( -15%)] = 275% = 28pts
Made by: ???

Meta Spells:

[SE 1, 3 Points] DeSpell Magic: The caster must touch the subject, then they roll a quick contest of Will + Talent against the caster of every spell currently affecting the subject. Spells for which the opposing caster loses are dispelled. The caster of DeSpell Magic can not pick and choose which spells are dispelled, all spells affecting the subject of DeSpell Magic are affected by DeSpell Magic.
Neutralize Magic [Accessibility (must target Subject, not caster) ( -10%); Sorcery ( -15%); Interruption ( -50%)] = 25% = 13pts
Made by: Tim

[SE 1, 4 Points] Dispelling Beam: Aim this spell with your favorite form of innate attack. A beam of null-magical energy surges out towards the target. If it hits every non-permanent magic on the target is in danger of being dispelled. The target must roll an unopposed Will – 3 or be dispelled for each spell. On a failure that spell is ended immediately. If the target hit is a summoned creature and resistance of it’s summoners Will + Talent, it is immediately banished and treated as if the summoning roll for it failed. The beam has a maximum range of 20 yards and has an Accuracy of + 3.
Neutralize Magic [Ranged ( +40%); Increased 1/2D, x10, ( +15%); Reduced Range, 1/5, ( -20%); Accessibility, targets subject not caster, ( -10%), Interruption ( -50%); Weaponized, ignores DR, – 3 to resistance, ( -20%), Sorcery ( -15%)] = 40% = 20pts
Made by: Danny

[SE 1, 4 Points] Magic Bursting Bubble: Cyrus draws a magical rune in the air, and speaks a word of power. A multispectral beam of magical energy shoots from the rune towards the target location. Upon impact, the beam erupts into a ball of negative energy, seeking to rip the threads of enchantment from anyone caught in the blast. Any visible person with non-permanent magic upon them within 2 yards of the impact point is at risk of having it dispelled. The subject(s) must roll at unopposed Will-4 for each spell effecting them or have it be dispelled. The beam has a range of 20 yards, and an accuracy of 1. Note that the spell takes a + 4 for aiming at a spot instead of a person, and that anyone not visible to the caster is immune.
Neutralise Magic: [Ranged ( +40%); Aoe 2yd ( +50%); Increased 1/2D, 10x, ( +15%); Inaccurate 2 ( -10%); Interruption ( -50%); Reduced Range, 1/5, ( -20%); Requires Gestures/Chants ( -20%); Substantial Only ( -10%); Targets Subject Not Caster ( -10%); Vision-Based, Reversed, ( -20%); Weaponised, Ignores DR, -4 to resistance ( -10%); Sorcery ( -15%)] = 40% = [20pts]
Made by: Declan

[SE 2, 5 Points] Quash Enchantments: Choose a subject. The caster points at the subject, chants the words Make Not in the language of magic, and attempts to exert her will on any spells effecting the subject. For each magical effect on the subject, roll a quick contest of Will+Talent against the mage who cast that spell. For each instance in which the caster wins, the relevant spell is quashed, and dispelled.
Neutralise Magic [Ranged ( +40%); Interruption ( -50%); Requires Gestures/Chants ( -20%); Targets Subject Not Caster ( -10%); Sorcery ( -15%)] = 45% = 22.5pts
Made by: Declan

[SE 2, 5 Points] Invisibility Purge: Roll a quick contest of Will + Talent vs the casters Will + Talent for every magical invisibility spell within 4 yards. On a failure, the spell is ended immediately.
Neutralize Magic [Area Effect, 4 yards, ( +100%); Emanation ( -20%); Accessibility, targets subject not caster ( -10%); Interruption ( -50%); Sorcery ( -15%); Magical Invisibility only ( -50%)] = 45% = 23pts
Made by: Danny

[SE 2, 6 Points] Counterspelling Beam: This variation of Dispelling Beam sits ready on a prepared casters lips. When a spell caster within 100 yards casts a spell you may reflexively produce a beam of dispelling energy to cancel it. Make an innate attack skill, at -4 unless you have spent the previous round waiting to dispel them. If you succeed they may attempt to dodge and if they are hit they must make a Will-4 roll or have their spell fizzle immediately after casting.
Neutralize Magic [Ranged (+ 40%), Increased 1/2D, x10 (+ 15%); Reflexive (+ 40%); Interruption (-50%); Weaponized, ignores DR, -4 to resistance (-15%); Sorcery (-15%), Accessibility, Only a spell being cast (-40%), Inaccurate, -3, (-15%)] = 60% = 30pts

[SE 3, 8 Points] Dispelling Barrage: This variation of Dispelling Beam sacrifices individual dispelling power for the ability to spray targets with multiple beams, reducing the chance that they can dodge, and giving you the ability to spray down crowds with multiple shots. 7 beams give a + 1 to hit the target, and gives access to Spraying Fire and Suppression Fire (B409). Each degree of success on the attack roll strikes with an extra beam, and a dodge only avoids 1 beam per degree of success. For ease of play, multiple hits impose a – 1 to any dispelling resistance roll per extra beam that hits. Against a target where you can hit with all your beams, the target is rolling unopposed Will – 6 or be dispelled. The beams have a maximum range of 20 yards and an Accuracy of + 3.
Neutralize Magic [Ranged ( +40%); Increased 1/2D, x10, ( +15%); Rapid Fire, 7 shots, ( +70%); Reduced Range, 1/5, ( -20%); Accessibility, targets subject not caster, ( -10%); Interruption ( -50%), Weaponized, ignores DR, flat resistance, ( -50%), Sorcery ( -15%)] = 80% = 40pts
Made by: Danny

List of Sorcery Spells

The Fall of Brekhan keataren DualTem